A method and apparatus for conducting a wagering game are disclosed. A value input device receives a wager from a player to play the wagering game. A processor is operative to define a plurality of possible destinations; define a plurality of possible different movement patterns for moving the objects to the destinations; and for a given one of the objects, assign probabilities to the respective possible movement patterns and select one of the possible movement patterns based on the assigned probabilities. A display depicts the object going to a selected one of the destinations in accordance with the assigned movement pattern. The assigned probabilities for the given object may, for example, depend upon the destination that is selected.
|
11. A method of conducting a wagering game, comprising:
receiving a wager to play the wagering game;
randomly selecting a plurality of outcomes;
defining a plurality of movable objects;
associating with each object at least one of the plurality of outcomes;
assigning to each object at least one of a plurality of possible first behaviors unrelated to the associated outcome,the assigning to each object at least one of a plurality of possible second behaviors includes assigning different probabilities to the possible second behaviors depending upon the associated outcome for that object; and moving the moveable objects and displaying the first and second behaviors assigned to the objects.
4. A method of conducting a wagering game, comprising:
receiving a wager to play the wagering game;
displaying a plurality of possible outcomes associated with respective payouts;
randomly selecting one or more of the possible outcomes;
displaying a plurality of characters that are ostensibly similar, each character being movable to a respective randomly selected outcome;
assigning to each character at least one of a plurality of possible different behaviors depending upon the respective randomly selected outcome, the plurality of different behaviors providing a simulated intelligence to the movable characters;
moving the plurality of characters to the respective randomly selected outcomes;
while the moveable characters are moving to the respective randomly selected outcomes, displaying the behaviors assigned to the respective characters such that the characters exhibit the simulated intelligence while moving; and
awarding the payouts associated with the respective randomly selected outcomes to which the characters move.
1. A method of conducting a wagering game, comprising:
receiving a wager to play the wagering game;
displaying a plurality of movable objects;
displaying a plurality of possible destinations to which the moveable objects are movable;
defining a plurality of possible different movement patterns for moving the objects to the destinations, the movement patterns including direct movement patterns and evasive movement patterns;
for a given one of the objects, assigning probabilities to the respective possible movement patterns;
for the given one of the objects, randomly selecting a destination from the plurality of destinations and, after the destination has been selected, selecting one of the possible movement patterns based on the assigned probabilities; and
displaying the plurality of objects simultaneously moving to the plurality of possible destinations in accordance with the respective selected movement patterns, the combination of each moveable object and the associated destination to which the moveable object moves indicating a certain payout award.
29. A method of conducting a wagering game, comprising:
receiving a wager to play the wagering game;
displaying a plurality of movable characters;
displaying a plurality of possible destinations to which the moveable characters are movable;
defining a plurality of possible different movement patterns for moving the characters to the destinations, the movement patterns including direct movement patterns and evasive movement patterns that allow the character to exhibit a simulated intelligence;
for a given one of the characters, assigning probabilities to the respective possible movement patterns;
for the given one of the characters, randomly selecting a destination from the plurality of destinations and, after the destination has been selected, selecting one of the possible movement patterns based on the assigned probabilities; and
displaying the plurality of characters moving to the plurality of possible destinations in accordance with the respective selected movement patterns such that the characters exhibit the simulated intelligence while moving, the combination of each moveable character and the associated destination to which the moveable character moves indicating a certain payout award.
19. A gaming apparatus for conducting a wagering game, comprising:
a value input device for receiving a wager to play the wagering game;
a display; and
a processor coupled to the display and operative to
cause the display to display a plurality of possible outcomes associated with respective payouts, one or more of the plurality of possible outcomes being randomly selected outcomes,
cause the display to display a plurality of characters that are ostensibly similar, each character being movable to a respective randomly selected outcome,
assign to each character at least one of a plurality of possible different behaviors depending upon the respective randomly selected outcome, wherein for each character the assignment of possible different behaviors is based on probabilities associated with a randomly selected outcome for that character such that the randomly outcome determines the assigned probabilities, the assignment of the at least one of the plurality of possible different behaviors to the characters is based on the assigned probabilities,
while the moveable characters are moving to the respective randomly selected outcomes, cause the display to display the behaviors assigned to the respective characters such that the characters move and behave with simulated intelligence as the characters move to the randomly selected outcomes, and
award the payouts associated with the respective randomly selected outcomes to which the characters move.
2. The method of
3. The method of
5. The method of
6. The method of
7. The method of
8. The method of
9. The method of
13. The method of
14. The method of
15. The method of
16. The method of
17. The method of
18. The method of
20. The apparatus of
21. The apparatus of
22. The apparatus of
23. The apparatus of
24. The apparatus of
25. The apparatus of
26. The apparatus of
27. The apparatus of
28. The apparatus of
30. The method of
31. The method of
|
The present invention relates generally to gaming machines and, more particularly, to a gaming machine with a simulated artificial intelligence (Al) feature.
Gaming machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines available because such machines attract frequent and extended play and hence increase profitability to the operator. Accordingly, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent and extended play by enhancing the entertainment value and excitement associated with the game.
A gaming apparatus for conducting a wagering game includes a value input device, a processor, and a display. The value input device receives a wager from a player to play the wagering game.
In accordance with one aspect of the present invention, the processor is operative to define a plurality of possible destinations; define a plurality of possible different movement patterns for moving the objects to the destinations; and for a given one of the objects, assign probabilities to the respective possible movement patterns and select one of the possible movement patterns based on the assigned probabilities. The display depicts the object going to a selected one of the destinations in accordance with the assigned movement pattern. The assigned probabilities for the given object may, for example, depend upon the destination that is selected.
In accordance with another aspect of the present invention, the processor is operative to define a plurality of movable objects that are ostensibly similar, and assign different behavior types to the respective objects such that the objects behave differently from each other. Each behavior type includes a plurality of behaviors. For each object, the display depicts the plurality of behaviors associated with the behavior type assigned to the given object.
Methods of conducting a wagering game are also disclosed.
Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings in which:
While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. However, it should be understood that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
Turning now to the drawings and referring initially to
The gaming machine 10 includes a primary visual display 12 preferably in the form of a cathode ray tube (CRT), liquid crystal display (LCD), plasma, or other type of video display known in the art. The display 12 preferably includes a touch screen overlaying the monitor. In the illustrated embodiment, the gaming machine 10 is a “slant-top” version in which the display 12 is slanted at about a thirty-degree angle toward the player of the gaming machine 10. Alternatively, the gaming machine may be an “upright” version in which the display 12 is oriented vertically relative to the player. In addition to the primary display 12, the gaming machine may include a top box display 13 for depicting certain special features and bonus games.
A system memory 22 stores control software, operational instructions and data associated with the gaming machine 10. In one embodiment, the system memory 22 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM). However, it will be appreciated that the system memory 22 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure. A payoff mechanism 24 is operable in response to instructions from the CPU 18 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the simulated Al feature. The payoff may be provided in the form of coins, bills, tickets, coupons, cards, etc. The payoff amounts are determined by one or more pay tables stored in the system memory 22.
In one embodiment, the gaming machine 10 is operable to play a game entitled MONOPOLY Grand Hotel™ (MONOPOLY is a trademark of Hasbro, Inc. for its property trading game and equipment). Referring to
Generally, game play is initiated by inserting money or playing a number of credits, causing the CPU to activate a number of pay lines corresponding to the amount of money or number of credits played. In one embodiment, the player selects the number of pay lines (between one and fifteen) to play by pressing a “Select Lines” key 34. The player then chooses the number of coins or credits to wager on the selected pay lines by pressing a “Bet Per Line” key 36. After selecting a number of pay lines and a wager amount, the reels 30 may be set in motion by touching a “Spin Reels” key 38 or, if the player wishes to bet the maximum amount per line, by using a “Max Bet Spin” key 40. Alternatively, other mechanisms such as a lever or push button may be used to set the reels in motion.
The CPU uses a random number generator to select a game outcome (e.g., “basic” game outcome) corresponding to a particular set of reel “stop positions.” The CPU then causes each of the video reels 30 to stop at the appropriate stop position. Video symbols are displayed on the reels 30 to graphically illustrate the reel stop positions and indicate whether the stop positions of the reels represent a winning game outcome.
A pay table identifies winning basic game outcomes (e.g., symbol combinations resulting in an award of credits or a bonus game) and the awards associated with such outcomes. In one embodiment, the pay table is affixed to the machine 10 and/or displayed by the video display 12 in response to a command by the player (e.g., by pressing a “Pay Table” button 42). A winning basic game outcome occurs when the symbols appearing on the reels 30 along an active pay line correspond to one of the winning combinations on the pay table. A winning combination, for example, could be three or more matching symbols along an active pay line, where the award is greater as the number of matching symbols along the active pay line increases. If the displayed symbols stop in a winning combination, the game provides the award identified in the pay table for that combination. If the award is a number of credits, the game typically multiplies that number of credits by the number of credits wagered on the winning pay line. In the illustrated example, relevant portions of the pay table screens and instructional text appear below:
Page 1
Winning line pay combinations pay left to right only.
<logo> is wild for all symbols except <hotel><elevator><going up>
<logo> <logo> <logo> <logo> <logo>
10,000
<logo> <logo> <logo> <logo>
1,000
<logo> <logo> <logo>
100
<logo> <logo>
10
<mr. m> <mr. m> <mr. m> <mr. m> <mr. m>
1,000
<mr. m> <mr. m> <mr. m> <mr. m>
200
<mr. m> <mr. m> <mr. m>
50
<mr. m> <mr. m>
5
<money> <money> <money> <money> <money>
250
<money> <money> <money> <money>
75
<money> <money> <money>
25
Page 2
Winning line pay combinations pay left to right only.
<logo> is wild for all symbols except <hotel><elevator><going up>
<rich cpl.> <rich cpl.> <rich cpl.> <rich cpl.> <rich cpl.>
250
<rich cpl.> <rich cpl.> <rich cpl.> <rich cpl.>
75
<rich cpl.> <rich cpl.> <rich cpl.>
25
<bellhop><bellhop><bellhop><bellhop><bellhop>
150
<bellhop><bellhop><bellhop><bellhop>
25
<bellhop><bellhop><bellhop>
10
Page 3
Winning line pay combinations pay left to right only.
<logo> is wild for all symbols except <hotel><elevator><going up>
<bell><bell><bell><bell><bell>
150
<bell><bell><bell><bell>
25
<bell><bell><bell>
10
<key><key><key><key><key>
100
<key><key><key><key>
20
<key><key><key>
5
<trunk><trunk><trunk><trunk><trunk>
100
<trunk><trunk><trunk><trunk>
20
<trunk><trunk><trunk>
5
Page 4
Winning line pay combinations pay left to right only.
<logo> is wild for all symbols except <hotel><elevator><going up>
<hotel><hotel><hotel><hotel><hotel>
250 + bonus
<hotel><hotel><hotel><hotel>
50 + bonus
<hotel><hotel><hotel>
bonus
<goingup><goingup><goingup><goingup><goingup>
250 + hotel
room
<goingup><goingup><goingup><goingup>
50 + hotel
room
<goingup><goingup><goingup>
hotel room
Wins from the left must occur on adjacent reels, beginning with the leftmost reel.
Only highest winner paid per winning combination.
All line pays are multiplied by the line bet.
Page 5
Tycoon Bonus
Page 6
Awards appearing in Tycoon Bonus:
Color
Base Value
Hotel Value
Monopoly
Purple
3
5
10
Light Blue
3
7
14
Magenta
5
10
20
Orange
5
12
24
Red
7
15
30
Yellow
7
18
36
Green
10
20
40
Dark Blue
15
30
60
Railroad
3, 4 or 5 extra guests
Electric Company
20-2000
Free Parking
25-250
Water Works
25-150
Chance multiplier
2, 3, 4
Community Chest
20-2000
All awards appearing in the TYCOON bonus have already been multiplied by the line bet.
The player may collect the amount of accumulated credits by pressing a “Collect” button 44. In the illustrated example, the winning combinations start from the leftmost reel and span adjacent reels, i.e., winning line pay combinations pay left to right only. In an alternative implementation, the winning combinations start from either the leftmost reel or the rightmost reel and span adjacent reels, i.e., winning line pay combinations pay left to right and right to left.
Included among the plurality of basic game outcomes are start-feature outcomes for triggering play of different special game features. The special game features may, for example, include the simulated Al feature and other bonus games. A start-feature outcome may be defined in any number of ways. For example, a start-feature outcome occurs when a special start-feature symbol or a special combination of symbols appears on one or more of the reels 30. The start-feature outcome may require the combination of symbols to appear along an active pay line, or may alternatively require that the combination of symbols appear anywhere on the display (i.e., “scattered”) regardless of whether the symbols are along an active pay line. The appearance of a start-feature outcome causes the CPU to shift operation from the basic game to the associated special game feature. In the illustrated example, a combination of three or more Hotel symbols 46 along an active pay line 32 triggers a simulated Al feature that, in the MONOPOLY Grand Hotel game, is called the Tycoon Bonus. The Hotel symbols 46 in the combination may, for example, be highlighted using a flashing border.
Referring to
Referring to
Referring to
Referring to
Referring to
The destinations provide the following awards when a guest 58 runs to that destination:
The above examples likely would not all take place during the same occurrence of the Tycoon Bonus, but are sequentially shown in the figures for the sake of simplicity of illustration.
The CPU determines the destinations to which the guests 58 will go as follows. Prior to any of the guests 58 going to a destination, the CPU creates an ordered list of destinations. The CPU randomly selects the destinations to be included in the ordered list. The destinations selected for inclusion in the ordered list may be weighted equally or unequally during the selection process. The number of destinations in the ordered list is at least as great as the maximum number of guests 58 that can appear during the Tycoon Bonus (including any extra guests that may result from a guest going to one of the four Railroads, as discussed above). The same destination may appear more than once in the ordered list such that more than one guest 58 can go to the same destination. Starting from the top of the ordered list, each guest 58 that breaks out of the middle of the game board 54 goes to the next destination in the ordered list.
When all of the guests 58 (see
In accordance with the present invention, the Tycoon Bonus is based on a game program that simulates artificial intelligence by creating objects that are ostensibly the same but in fact behave as if there is some intelligence, personality, and motivation driving their behavior. The objects are preferably characters (e.g., guests 58) that are initially part of a crowd in the middle of the game board 54.
When a guest 58 stands in the crowd in the middle of the game board 54 as in
A guest 58 of behavior type 2 could exhibit the following sequence of behaviors:
A guest 58 of behavior type 3 could exhibit the following sequence of behaviors:
In the preferred embodiment, there are a total of twenty behavior types that can be randomly assigned to the guests 58. Some possible idle behaviors may include the following isolated actions of a guest (acting alone): waiting, stretching, setting down and picking up a suitcase, rocking back and forth, checking a wristwatch, looking around, dancing, exciting jumping, doing a handstand, spinning, etc. Other possible idle behaviors may include the following interactions between two or more guests: shaking hands, talking and listening, excited talking and excited listening, giving a high five, dancing, etc. The game program loops a guest through the sequence of behaviors defined by the assigned behavior type.
When a guest 58 breaks out of the middle of the game board 54 and runs to a selected destination, the guest 58 engages in a run pattern behavior primarily intended to heighten the level of excitement, anticipation, and suspense. The run pattern behavior is defined by two linked tables. Table 1 defines the possible run patterns or maneuvers: decisive, indecisive, fake jump, etc.
TABLE I
POSSIBLE RUN PATTERNS
Title
Full Title
Guest Run Pattern
Dec
Decisive
Goes to destination property, jumps in.
IndSide
Indecisive -
Goes near destination property, looks
side of board
about, jumps in.
IndCor
Indecisive -
Goes near destination property, looks
corner of
about, turns 90 degrees, looks about,
board
jumps in.
SupInd
Super
Goes to x-property 90 degrees away, looks,
Indecisive
goes to destination property, looks, jumps in.
MegInd
Mega
Goes to x-property 90 degrees away, looks,
Indecisive
goes to x-property 90 degrees away from
that, looks, goes to destination property.
FkJump
Fake jump
Goes straight to x-property, fakes jump, stops,
turns to face destination property, runs
straight to destination property, goes in.
Fake1
Neighbor fake
Goes straight to x-property next to destination
property, fakes jump, runs next door, jumps in.
Fake2
Neighbor
Goes straight to x-property two away from
double
destination property, fakes jump, goes straight
fake
to x-property next to destination property.
FkFake
Fake Fake
Goes straight to property, fakes jump,
stops, jumps in.
Watch
Watch
Walks around board half way, looks at watch,
runs to destination property, jumps in.
Table II is a weighted table that provides, for a given destination, the probabilities that a guest 58 will exhibit different ones of the run patterns noted in Table I. The destination determines the possible run patterns of the guest 58 going to that destination and the probability of exhibiting each of the run patterns. For example, a guest 58 going to a lower-paying, more mundane destination such as Vermont Avenue is more likely to (but not always) go directly to the destination and follow a decisive path; however, a guest 58 going to a higher-paying, more exciting destination such as Boardwalk is more likely to (but not always) go indirectly to the destination and follow an indecisive path, e.g., look around, fake a jump, and then continue along. Thus, while higher-paying destinations will more likely use tricky and evasive maneuvers than lower-paying destinations, there is still an element of randomness in Table II that makes the maneuvering unpredictable.
In the preferred embodiment, a guest's possible run patterns and probability of exhibiting each of the run patterns are dependent upon the guest's destination. In an alternative embodiment, a guest's possible run patterns and probability of exhibiting each of the run patterns may be tied to the guest instead of the destination, such that the possible run patterns and the probabilities are independent of the guest's destination.
TABLE II
RUN PATTERN PROBABILITY BY DESTINATION
Property
Dec
IndSide
IndCor
SupInd
MegInd
Fake1
Fake2
FkFake
FkJump
Watch
Vermont
45
0
5
1
2
15
10
10
10
2
Boardwalk
5
0
5
6
2
20
20
20
20
2
Electric Company
5
0
20
10
5
25
13
10
10
2
Railroad
5
25
0
10
2
10
8
10
10
20
etc. for all possible destinations on the board
While the present invention has been described with reference to one or more particular embodiments, those skilled in the art will recognize that many changes may be made thereto without departing from the spirit and scope of the present invention.
For example, instead of having the destinations on the game board 54 define the awards to be given to a player, the destinations could be eliminated so that the idle behaviors and/or the run pattern behaviors of the guests 58 in and of itself define the awards. For example, an idle behavior of dancing could represent a larger award than an idle behavior of stretching.
Further, a simulated intelligence feature akin to the Tycoon Bonus could be implemented in other wagering games, such as video poker, video keno, video blackjack, etc. The feature could be implemented as part of a base game or a bonus game.
Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims.
Mastropietro, Michael W., Hornik, Jeremy M., Gazdic, Daniel J.
Patent | Priority | Assignee | Title |
10096199, | Sep 30 2011 | IGT | Gaming system and method providing a community selection game providing bonus game selection |
10410465, | Jul 15 2008 | LNW GAMING, INC | Physical playing card gaming systems and related methods |
10467865, | Sep 18 2014 | Konami Gaming Inc. | Gaming device and methods of allowing a player to play a game having persistent player positions |
10540851, | Mar 17 2010 | IGT | Gaming system and method providing a multi-player bonus game |
8187092, | Jun 14 2006 | LNW GAMING, INC | Wagering game with multiple viewpoint display feature |
8231454, | Nov 13 2008 | IGT | Gaming system and method providing a primary game with accumulated secondary game elements |
8251802, | Jul 15 2008 | LNW GAMING, INC | Automated house way indicator and commission indicator |
8262475, | Jul 15 2008 | SG GAMING, INC | Chipless table split screen feature |
8287347, | Nov 06 2008 | SG GAMING, INC | Method, apparatus and system for egregious error mitigation |
8342529, | Jul 15 2008 | LNW GAMING, INC | Automated house way indicator and activator |
8490973, | Oct 04 2004 | SG GAMING, INC | Card reading shoe with card stop feature and systems utilizing the same |
8591305, | Nov 06 2008 | SG GAMING, INC | Method, apparatus and system for egregious error mitigation |
8597114, | Jul 15 2008 | LNW GAMING, INC | Systems and methods for assisting players in arranging hands for table games |
8734234, | Nov 26 2012 | Zynga Inc | Slots-fueled adventure |
9082257, | Sep 30 2011 | IGT | Gaming system and method providing a community selection game providing bonus game selection |
9101821, | Jul 15 2008 | LNW GAMING, INC | Systems and methods for play of casino table card games |
9159185, | Jul 15 2008 | LNW GAMING, INC | Physical playing card gaming systems and related methods |
9162138, | Oct 04 2004 | LNW GAMING, INC | Card-reading shoe with inventory correction feature and methods of correcting inventory |
9214068, | Mar 17 2010 | IGT | Gaming system and method providing a multi-player bonus game |
9302177, | Nov 26 2012 | Zynga Inc. | Slots-fueled adventure |
9569924, | Jul 15 2008 | LNW GAMING, INC | Systems and methods for play of casino table card games |
9613486, | Nov 26 2012 | Zynga Inc. | Slots-fueled adventure |
9649549, | Jul 15 2008 | LNW GAMING, INC | Physical playing card gaming systems and related methods |
Patent | Priority | Assignee | Title |
6050895, | Mar 24 1997 | I G T | Hybrid gaming apparatus and method |
6190255, | Mar 24 1998 | SG GAMING, INC | Bonus game for a gaming machine |
6315660, | Mar 23 1999 | SG GAMING, INC | Gaming machines with board game theme |
6358147, | Jun 23 1999 | Bally Gaming, Inc | Gaming machine with multiple payoff modes and award presentation schemes |
6428412, | Sep 15 2000 | SG GAMING, INC | Gaming machine with interlinked arrangements of puzzle elements |
6443837, | May 26 1999 | Bally Gaming, Inc | Bonus games for gaming machines with strategy options |
6485367, | Jul 27 2001 | SG GAMING, INC | Self-learning gaming machine |
6517432, | Mar 21 2000 | SG GAMING, INC | Gaming machine with moving symbols on symbol array |
6520855, | Mar 24 1998 | SG GAMING, INC | Gaming machines with board game theme |
6551187, | Mar 21 2000 | SG GAMING, INC | Gaming machine with moving symbols on symbol array |
6554704, | Aug 17 2000 | SG GAMING, INC | Maze-based game for a gaming machine |
6592457, | May 26 1999 | SG GAMING, INC | Gaming machine with player selected events |
6666766, | Sep 28 2001 | IGT | Gaming device having outcomes which replicate the laws of physics |
6786818, | Mar 21 2000 | SG GAMING, INC | Gaming machine with interacting symbols on symbol array |
6988947, | Aug 01 2000 | IGT | Gaming device with bonus scheme having multiple symbol movement and associated awards |
7115033, | Aug 10 1998 | Aristocrat Technologies Australia Pty Limited | Gaming console with transparent sprites |
20020016200, | |||
20030008701, | |||
20030045346, | |||
20040176156, | |||
20040180711, | |||
WO32286, |
Executed on | Assignor | Assignee | Conveyance | Frame | Reel | Doc |
Aug 08 2003 | GAZDIC, DANIEL J | WMS Gaming Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 014471 | /0096 | |
Aug 08 2003 | HORNIK, JEREMY M | WMS Gaming Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 014471 | /0096 | |
Aug 08 2003 | MASTROPIETRO, MICHAEL W | WMS Gaming Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 014471 | /0096 | |
Aug 27 2003 | WMS Gaming, Inc. | (assignment on the face of the patent) | / | |||
Oct 18 2013 | SCIENTIFIC GAMES INTERNATIONAL, INC | BANK OF AMERICA, N A , AS COLLATERAL AGENT | SECURITY AGREEMENT | 031847 | /0110 | |
Oct 18 2013 | WMS Gaming Inc | BANK OF AMERICA, N A , AS COLLATERAL AGENT | SECURITY AGREEMENT | 031847 | /0110 | |
Nov 21 2014 | WMS Gaming Inc | DEUTSCHE BANK TRUST COMPANY AMERICAS, AS COLLATERAL AGENT | SECURITY AGREEMENT | 034530 | /0318 | |
Nov 21 2014 | SCIENTIFIC GAMES INTERNATIONAL, INC | DEUTSCHE BANK TRUST COMPANY AMERICAS, AS COLLATERAL AGENT | SECURITY AGREEMENT | 034530 | /0318 | |
Nov 21 2014 | Bally Gaming, Inc | DEUTSCHE BANK TRUST COMPANY AMERICAS, AS COLLATERAL AGENT | SECURITY AGREEMENT | 034530 | /0318 | |
Jun 29 2015 | WMS Gaming Inc | Bally Gaming, Inc | MERGER SEE DOCUMENT FOR DETAILS | 036225 | /0048 | |
Mar 02 2018 | DEUTSCHE BANK TRUST COMPANY AMERICAS | WMS Gaming Inc | RELEASE OF SECURITY INTEREST IN PATENTS RELEASES REEL FRAME 034530 0318 | 047924 | /0701 | |
Mar 02 2018 | DEUTSCHE BANK TRUST COMPANY AMERICAS | Bally Gaming, Inc | RELEASE OF SECURITY INTEREST IN PATENTS RELEASES REEL FRAME 034530 0318 | 047924 | /0701 | |
Mar 02 2018 | DEUTSCHE BANK TRUST COMPANY AMERICAS | SCIENTIFIC GAMES INTERNATIONAL, INC | RELEASE OF SECURITY INTEREST IN PATENTS RELEASES REEL FRAME 034530 0318 | 047924 | /0701 | |
Jan 03 2020 | Bally Gaming, Inc | SG GAMING, INC | CHANGE OF NAME SEE DOCUMENT FOR DETAILS | 051643 | /0253 | |
Apr 14 2022 | BANK OF AMERICA, N A | SCIENTIFIC GAMES INTERNATIONAL, INC | RELEASE BY SECURED PARTY SEE DOCUMENT FOR DETAILS | 059756 | /0397 | |
Apr 14 2022 | BANK OF AMERICA, N A | WMS Gaming Inc | RELEASE BY SECURED PARTY SEE DOCUMENT FOR DETAILS | 059756 | /0397 | |
Apr 14 2022 | BANK OF AMERICA, N A | Bally Gaming, Inc | RELEASE BY SECURED PARTY SEE DOCUMENT FOR DETAILS | 059756 | /0397 | |
Apr 14 2022 | BANK OF AMERICA, N A | Don Best Sports Corporation | RELEASE BY SECURED PARTY SEE DOCUMENT FOR DETAILS | 059756 | /0397 |
Date | Maintenance Fee Events |
Sep 14 2011 | M1551: Payment of Maintenance Fee, 4th Year, Large Entity. |
Dec 04 2015 | REM: Maintenance Fee Reminder Mailed. |
Apr 22 2016 | EXP: Patent Expired for Failure to Pay Maintenance Fees. |
Date | Maintenance Schedule |
Apr 22 2011 | 4 years fee payment window open |
Oct 22 2011 | 6 months grace period start (w surcharge) |
Apr 22 2012 | patent expiry (for year 4) |
Apr 22 2014 | 2 years to revive unintentionally abandoned end. (for year 4) |
Apr 22 2015 | 8 years fee payment window open |
Oct 22 2015 | 6 months grace period start (w surcharge) |
Apr 22 2016 | patent expiry (for year 8) |
Apr 22 2018 | 2 years to revive unintentionally abandoned end. (for year 8) |
Apr 22 2019 | 12 years fee payment window open |
Oct 22 2019 | 6 months grace period start (w surcharge) |
Apr 22 2020 | patent expiry (for year 12) |
Apr 22 2022 | 2 years to revive unintentionally abandoned end. (for year 12) |